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What can be done to make gargoyles better?

Discussion in 'UHall' started by Ender, Oct 21, 2009.

  1. Ender

    Ender Crazed Zealot
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    V.1921



    1. Bring back gargoyle only imbued earrings and necklaces.

    2. Bring back altering artifacts

    3. Add gorgets, headgear, and gloves to the list of alterable items. Gorgets and headgear should logically be alterable anyway. Gloves should be just because humans and elves can get mods on gloves that gargs can't get on kilts. (Mining +5, FCR 3...)

    4. Make throwing about the same as archery, not weak as ****. No penalties for being too close or too far, no STR requirement to reach max range, etc. Right now, it's not even close to a suitable replacement for archery.

    5. Let them wear currently existing clothing, somehow (boots, cloaks (hopefully one with 5 DCI <_<), sashes, belt items (wtf at no Crimson Cincture or equivalent)). Also, I don't know if this is intentional or not, but they can't wear the cloaks of life/death/power/silence like both humans and elves can.



    Right now, they suck for everything but imbuing. That's just fact.
     
  2. Xenobia

    Xenobia Lore Keeper
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    Trust me...there have been MANY threads and posts and whatnot about this very subject. Gargs got the funny toes and the short end of the stick.
     
  3. Ender

    Ender Crazed Zealot
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    The reason for the first line of my post :p
     
  4. For pvp, especially in faction they also got the huge disadvantage of not being able to ride a war horse. Which can be remounted without delay and ressed without having vet. They should atleast let gargoyles have a small advantage over ethereals since it's an innate abily, I mean 90% of the players in this game must have gotten an etheral as a vet reward by now. So reduce the flight time to 2secs atleast, or make it so they can lift off on the run, maybe they can be a bit more viable on that area atleast.
     
  5. Scratch the whole concept and start over again....


    Just sayin'..... :spider:
     
  6. the 4th man

    the 4th man Lore Master
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    Your closing sentence is "just an opinion" and not much more, except a public display of discontent.

    can't handle what you're given? Don't like it, don't play it.....

    Personally, I welcome the challenge. Most players want things handed to them right off the bat.....like advanced character tokens (for the weak)

    Making things compatible for races is the devs caving in, like a parent to a crying toddler........

    later
     
  7. Lady Tiger

    Lady Tiger Guest

    I promised my self i'd give the gargoyle char's a chance. Yesterday I deleted my thrower and made a human swords char. The armor, weapons, and arties that the gargoyle can't use or wear makes the gargoyle char un comparable to a human or elf char, so I started all over with a human char :( Now i've got one gargoyle char left that I never play, a tamer. What would help is to let us alter all the human and elf items for gargoyle to use.
     
  8. guum

    guum Guest

    I'm hanging onto my garg for now. He's in suspended animation since he's both a bit underpowered and since I don't want to finish him up while the race may still be in flux. My feeling is that the devs must be aware of the problems with gargoyles and that they will eventually be made more interesting/useful. I might change my mind and just delete him though if Pub 62 doesn't bring some improvements. Hard to know. That said, even though they're a little on the weak side, they're a heck of a lot closer to being playable now than they were at SA release.

    As far as the OP's question: four main things, IMO. 1) Get rid of berserk and give them a racial that's actually useful, or change berserk into something more like a "last stand" -- defensive bonuses rather than penalties. 2) Making flying useful or at least fun. I'd like to see gargoyles be able to fly like a dragon or (gasp) wild gargoyle can fly in trammel rulesets -- i.e., over water and small obstacles. 3) Making throwing not suck. 4) *Somehow* resolve the gearing deficiencies that the race suffers from. This can either be done by giving gargoyles the same slots as humans and letting all human items be worn/altered by gargs (lame solution, IMO), by vastly expanding the scope and power of gargoyle artifacts to cover all the niches occupied by human ones (better solution, but labor-intensive), or by (again, gasp) making the necklace and earring slots function like jewelry, as they were originally intended to. This wouldn't make gargoyles "the same" as humans per se, but it might make them "equal". This is my favorite solution, but remembering the whining that broke loose like the wrath of the universe's most tearful god when some found out that this was the design intent for gargoyles, I have my doubts that the devs would be inclined to brave the storm.
     
  9. Astrel

    Astrel Guest

    I already made mine better, I dropped throwing for swords and parry, so now he is

    124 (137)
    137 (153)
    43 (51)

    Full 70s armor
    MR 5
    SR 7
    HPR 6

    DI 65% (before weapon)
    HCI 30%
    SSI 10% (before weapon)

    Edit: Of course, if I could imbue sashes, belts, socks, bandaids, earplugs, and underpants he would really rock.
     
  10. Xenobia

    Xenobia Lore Keeper
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    I was just reiterating it.
     
  11. Ender

    Ender Crazed Zealot
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    Actually, no. They're inferior to humans and elves in every way but imbuing. Their artifacts suck compared to the old ones, they can't use most special clothing items, throwing is ****ing craptastic compared to archery, their weapons are pretty terrible when you look at their specials, quite a few specials you can't even use as a garg...


    I could go on.
     
  12. Lynk

    Lynk Grand Poobah
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    I have a feeling Gargoyles and Throwing is going to be pretty OP in the coming future.

    I'll be working on a Gargoyle pretty soon here myself once I finish my artificer. They can do some things that are already Over Powered, just no one has exploited it yet. (yet, key word)